package main import () // The player struct type Player struct { health int health_max int defence int level int exp float32 ambition float32 ambition_max float32 } // Create the maps for the level/(max) ambition gates var level_gates = make(map[int]float32) var level_ambition = make(map[int]float32) // TODO(midnadimple): Move player initialization to server upon login func initPlayer() Player { return Player{ health: 100, health_max: 100, defence: 0, level: 1, exp: 0.0, ambition: 0.0, // NOTE(midnadimple): In the future this will be affected by player activity ambition_max: level_ambition[1], // NOTE(midnadimple): In the future this will be affected by player activity } } // Formula for XP gain - extremely simple func gain(basexp float32, modifier float32) float32 { gain := basexp * modifier return gain } // Update the player func (p *Player) update() { // TODO(midnadimple): update health upon damage // Auto-generate the level gates level_gates[1] = 500 for i := 0; i <= 1000; i++ { if i >= 2 { switch { case i <= 10: level_gates[i] = level_gates[i-1] * 1.2 case (i <= 100) && (i > 10): level_gates[i] = level_gates[i-1] * 1.1 case (i <= 1000) && (i > 100): level_gates[i] = level_gates[i-1] * 1.005 } } } // Auto-generate maximum ambition gates level_ambition[1] = 10 for i := 0; i <= 1000; i++ { if i >= 2 { switch { case i <= 10: level_ambition[i] = level_ambition[i-1] * 1.1 case (i <= 100) && (i > 10): level_ambition[i] = level_ambition[i-1] * 1.05 case (i <= 1000) && (i > 100): level_ambition[i] = level_ambition[i-1] * 1.00005 } } } // Set the XP to 0 and increase both the level and max ambition on level up if p.exp >= level_gates[p.level] { p.exp = 0.0 p.level += 1 p.ambition_max = level_ambition[p.level] } }